plant tester + shado assets
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@@ -1,7 +1,7 @@
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extends Node
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const IMAGE_WIDTH := 1000
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const IMAGE_HEIGHT := 2000
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const IMAGE_WIDTH := 1024
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const IMAGE_HEIGHT := 2048
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const PLACEHOLDER_SEED_TEXTURE: Texture = preload("res://entities/plants/assets/sprites/default/seed.png")
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const PLACEHOLDER_MATURE_TEXTURE: Texture = preload("res://entities/plants/assets/sprites/default/mature.png")
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@@ -12,6 +12,7 @@ const PLACEHOLDER_GROWING_TEXTURE: Texture = preload("res://entities/plants/asse
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@export var baby_bases: Array[PlantPart]
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@export var branches: Array[PlantPart]
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@export var n_branches: int = 2
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@export var base_leaves: Array[PlantPart]
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@export var parts_mutation_associations: Dictionary[String, PartMutationAssociation]
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var rng := RandomNumberGenerator.new()
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@@ -47,7 +48,7 @@ func build_plant_texture(plant_data: PlantData) -> Texture:
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match plant_data.get_state():
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PlantData.State.MATURE:
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print("Build mature texture")
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# print("Build mature texture")
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# var plant_archetype := plant_data.archetype
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if bases.size() == 0:
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printerr("No base in archetype")
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@@ -67,7 +68,7 @@ func build_plant_texture(plant_data: PlantData) -> Texture:
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parts_to_place.append(pick_random(branches))
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for m in plant_data.mutations:
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print("mutations: ", m.id)
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# print("mutations: ", m.id)
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var association: PartMutationAssociation = parts_mutation_associations[m.id]
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var mutation_possible_parts := association.parts
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for p in association.part_amount:
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@@ -75,7 +76,7 @@ func build_plant_texture(plant_data: PlantData) -> Texture:
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PlantData.State.GROWING:
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print("Build growing texture")
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# print("Build growing texture")
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# var plant_archetype := plant_data.archetype
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if baby_bases.size() == 0:
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printerr("No baby base in archetype")
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@@ -89,7 +90,7 @@ func build_plant_texture(plant_data: PlantData) -> Texture:
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mature_image.blend_rect(base_image, Rect2i(Vector2i.ZERO, base_image.get_size()), base_image_coord - base_image_center)
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for m in plant_data.mutations:
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print("mutations: ", m.id)
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# print("mutations: ", m.id)
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var association: PartMutationAssociation = parts_mutation_associations[m.id]
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var mutation_possible_parts := association.parts
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for p in ceil(0.5 * association.part_amount):
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@@ -103,13 +104,14 @@ func build_plant_texture(plant_data: PlantData) -> Texture:
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parent_image_coords.fill(base_image_coord)
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for part: PlantPart in parts_to_place:
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print("Add part : ", part.resource_name)
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# print("Add part : ", part.resource_name)
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var ind := find_random_matching_attach_ind(part.root, available_attaches)
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if ind == -1:
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printerr("No attach found")
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continue
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var attach: PlantAttach = available_attaches.pop_at(ind)
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var parent_image_coord: Vector2i = parent_image_coords.pop_at(ind)
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var part_image: Image = part.texture.get_image()
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@@ -128,4 +130,7 @@ func build_plant_texture(plant_data: PlantData) -> Texture:
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func find_random_matching_attach_ind(attach_to_match: PlantAttach, array: Array[PlantAttach]) -> int:
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var indices: Array = range(array.size())
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shuffle(indices)
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return indices.find_custom(func(i): return array[i].attach_types.any(func(type): return attach_to_match.attach_types.has(type)))
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for i in indices:
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if array[i].attach_types.any(func(type): return attach_to_match.attach_types.has(type)):
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return i
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return -1
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